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			v1.2.0
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	| Author | SHA1 | Date | |
|---|---|---|---|
| d1d83d39af | |||
| 1ec4332576 | |||
| 125ad2792c | |||
|   | f451be4d18 | ||
|   | 613cb20678 | ||
|   | 432c9ff380 | ||
|   | ba762d9548 | ||
|   | b120b74cd4 | 
| @@ -1,7 +1,7 @@ | ||||
| bl_info = { | ||||
|     'name': 'SWBF .msh Import-Export', | ||||
|     'author': 'Will Snyder, SleepKiller', | ||||
|     "version": (1, 0, 0), | ||||
|     "version": (1, 2, 1), | ||||
|     'blender': (2, 80, 0), | ||||
|     'location': 'File > Import-Export', | ||||
|     'description': 'Export as SWBF .msh file', | ||||
| @@ -13,9 +13,9 @@ bl_info = { | ||||
| } | ||||
|  | ||||
| # Taken from glTF-Blender-IO, because I do not understand Python that well | ||||
| # (this is the first thing of substance I've created in it) and just wanted  | ||||
| # (this is the first thing of substance I've created in it) and just wanted | ||||
| # script reloading to work. | ||||
| #  | ||||
| # | ||||
| # https://github.com/KhronosGroup/glTF-Blender-IO | ||||
| # | ||||
| # Copyright 2018-2019 The glTF-Blender-IO authors. | ||||
| @@ -118,8 +118,13 @@ class ExportMSH(Operator, ExportHelper): | ||||
|  | ||||
|     def execute(self, context): | ||||
|  | ||||
|         if 'SELECTED' in self.export_target and len(bpy.context.selected_objects) == 0: | ||||
|             raise Exception("{} was chosen, but you have not selected any objects. " | ||||
|                             " Don't forget to unhide all the objects you wish to select!".format(self.export_target)) | ||||
|  | ||||
|  | ||||
|         scene, armature_obj = create_scene( | ||||
|                                 generate_triangle_strips=self.generate_triangle_strips,  | ||||
|                                 generate_triangle_strips=self.generate_triangle_strips, | ||||
|                                 apply_modifiers=self.apply_modifiers, | ||||
|                                 export_target=self.export_target, | ||||
|                                 skel_only=self.animation_export != 'NONE') # Exclude geometry data (except root stuff) if we're doing anims | ||||
| @@ -136,7 +141,7 @@ class ExportMSH(Operator, ExportHelper): | ||||
|             set_scene_animation(scene, armature_obj) | ||||
|             write_scene_to_file(self.filepath, scene) | ||||
|  | ||||
|         elif self.animation_export == 'BATCH':     | ||||
|         elif self.animation_export == 'BATCH': | ||||
|             export_dir = self.filepath if os.path.isdir(self.filepath) else os.path.dirname(self.filepath) | ||||
|  | ||||
|             for action in bpy.data.actions: | ||||
| @@ -157,14 +162,14 @@ def menu_func_export(self, context): | ||||
|  | ||||
|  | ||||
| class ImportMSH(Operator, ImportHelper): | ||||
|     """ Import an SWBF .msh file. """ | ||||
|     """ Import SWBF .msh file(s). """ | ||||
|  | ||||
|     bl_idname = "swbf_msh.import" | ||||
|     bl_label = "Import SWBF .msh File(s)" | ||||
|     filename_ext = ".msh" | ||||
|  | ||||
|     files: CollectionProperty( | ||||
|             name="File Path", | ||||
|             name="File Path(s)", | ||||
|             type=bpy.types.OperatorFileListElement, | ||||
|             ) | ||||
|  | ||||
| @@ -176,7 +181,7 @@ class ImportMSH(Operator, ImportHelper): | ||||
|  | ||||
|     animation_only: BoolProperty( | ||||
|         name="Import Animation(s)", | ||||
|         description="Import on or more animations from the selected files and append each as a new Action to currently selected Armature.", | ||||
|         description="Import one or more animations from the selected files and append each as a new Action to currently selected Armature.", | ||||
|         default=False | ||||
|     ) | ||||
|  | ||||
| @@ -188,9 +193,9 @@ class ImportMSH(Operator, ImportHelper): | ||||
|             if filepath.endswith(".zaabin") or filepath.endswith(".zaa"): | ||||
|                 extract_and_apply_munged_anim(filepath) | ||||
|             else: | ||||
|                 with open(filepath, 'rb') as input_file:               | ||||
|                 with open(filepath, 'rb') as input_file: | ||||
|                     scene = read_scene(input_file, self.animation_only) | ||||
|                      | ||||
|  | ||||
|                 if not self.animation_only: | ||||
|                     extract_scene(filepath, scene) | ||||
|                 else: | ||||
|   | ||||
| @@ -138,6 +138,9 @@ class Reader: | ||||
|     def how_much_left(self, pos): | ||||
|         return self.end_pos - pos | ||||
|  | ||||
|     def bytes_remaining(self): | ||||
|         return self.end_pos - self.file.tell() | ||||
|  | ||||
|     def skip_until(self, header): | ||||
|         while (self.could_have_child() and header not in self.peak_next_header()): | ||||
|             self.skip_bytes(1) | ||||
|   | ||||
| @@ -32,7 +32,6 @@ def extract_and_apply_anim(filename : str, scene : Scene): | ||||
|  | ||||
|     if scene.animation is None: | ||||
|         raise Exception("No animation found in msh file!") | ||||
|      | ||||
|     else: | ||||
|         head, tail = os.path.split(filename) | ||||
|         anim_name = tail.split(".")[0] | ||||
| @@ -40,6 +39,10 @@ def extract_and_apply_anim(filename : str, scene : Scene): | ||||
|         if anim_name in bpy.data.actions: | ||||
|             bpy.data.actions.remove(bpy.data.actions[anim_name], do_unlink=True) | ||||
|  | ||||
|             for nt in arma.animation_data.nla_tracks: | ||||
|                 if anim_name == nt.strips[0].name: | ||||
|                     arma.animation_data.nla_tracks.remove(nt) | ||||
|  | ||||
|         action = bpy.data.actions.new(anim_name) | ||||
|         action.use_fake_user = True | ||||
|  | ||||
| @@ -47,7 +50,7 @@ def extract_and_apply_anim(filename : str, scene : Scene): | ||||
|             arma.animation_data_create() | ||||
|  | ||||
|  | ||||
|         # Record the starting transforms of each bone.  Pose space is relative  | ||||
|         # Record the starting transforms of each bone.  Pose space is relative | ||||
|         # to bones starting transforms.  Starting = in edit mode | ||||
|         bone_bind_poses = {} | ||||
|  | ||||
| @@ -56,7 +59,7 @@ def extract_and_apply_anim(filename : str, scene : Scene): | ||||
|  | ||||
|         for edit_bone in arma.data.edit_bones: | ||||
|             if edit_bone.parent: | ||||
|                 bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix  | ||||
|                 bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix | ||||
|             else: | ||||
|                 bone_local = arma.matrix_local @ edit_bone.matrix | ||||
|  | ||||
| @@ -72,8 +75,8 @@ def extract_and_apply_anim(filename : str, scene : Scene): | ||||
|  | ||||
|                 translation_frames, rotation_frames = scene.animation.bone_frames[to_crc(bone.name)] | ||||
|  | ||||
|                 loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)  | ||||
|                 rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)  | ||||
|                 loc_data_path = "pose.bones[\"{}\"].location".format(bone.name) | ||||
|                 rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name) | ||||
|  | ||||
|  | ||||
|                 fcurve_rot_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name) | ||||
| @@ -103,4 +106,5 @@ def extract_and_apply_anim(filename : str, scene : Scene): | ||||
|                     fcurve_loc_z.keyframe_points.insert(i,t.z) | ||||
|  | ||||
|         arma.animation_data.action = action | ||||
|  | ||||
|         track = arma.animation_data.nla_tracks.new() | ||||
|         track.strips.new(action.name, action.frame_range[0], action) | ||||
|   | ||||
| @@ -73,7 +73,7 @@ class Model: | ||||
|     name: str = "Model" | ||||
|     parent: str = "" | ||||
|     model_type: ModelType = ModelType.NULL | ||||
|     hidden: bool = True | ||||
|     hidden: bool = False | ||||
|  | ||||
|     transform: ModelTransform = field(default_factory=ModelTransform) | ||||
|  | ||||
|   | ||||
| @@ -40,6 +40,10 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool | ||||
|     # Here we just keep track of all names, regardless of origin | ||||
|     exported_object_names: Set[str] = set()  | ||||
|  | ||||
|     # Me must keep track of hidden objects separately because | ||||
|     # evaluated_get clears hidden status | ||||
|     blender_objects_to_hide: Set[str] = set() | ||||
|  | ||||
|     # Armature must be processed before everything else! | ||||
|  | ||||
|     # In this loop we also build a set of names of all objects | ||||
| @@ -47,6 +51,10 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool | ||||
|     # groups that do not reference exported objects in the main  | ||||
|     # model building loop below this one. | ||||
|     for uneval_obj in select_objects(export_target): | ||||
|  | ||||
|         if get_is_model_hidden(uneval_obj): | ||||
|             blender_objects_to_hide.add(uneval_obj.name) | ||||
|  | ||||
|         if uneval_obj.type == "ARMATURE" and not armature_found: | ||||
|             # Keep track of the armature, we don't want to process > 1! | ||||
|             armature_found = uneval_obj.evaluated_get(depsgraph) if apply_modifiers else uneval_obj | ||||
| @@ -80,7 +88,6 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool | ||||
|             model = Model() | ||||
|             model.name = obj.name | ||||
|             model.model_type = ModelType.NULL if skeleton_only else get_model_type(obj, armature_found) | ||||
|             model.hidden = get_is_model_hidden(obj) | ||||
|  | ||||
|             transform = obj.matrix_local | ||||
|  | ||||
| @@ -133,6 +140,8 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool | ||||
|         if get_is_collision_primitive(obj): | ||||
|             model.collisionprimitive = get_collision_primitive(obj) | ||||
|  | ||||
|         model.hidden = model.name in blender_objects_to_hide | ||||
|  | ||||
|         models_list.append(model) | ||||
|  | ||||
|     # We removed all composite bones after looking through the objects, | ||||
| @@ -290,6 +299,9 @@ def get_model_type(obj: bpy.types.Object, armature_found: bpy.types.Object) -> M | ||||
| def get_is_model_hidden(obj: bpy.types.Object) -> bool: | ||||
|     """ Gets if a Blender object should be marked as hidden in the .msh file. """ | ||||
|  | ||||
|     if obj.hide_get(): | ||||
|         return True | ||||
|  | ||||
|     name = obj.name.lower() | ||||
|  | ||||
|     if name.startswith("c_"): | ||||
| @@ -482,6 +494,7 @@ def expand_armature(armature: bpy.types.Object) -> Dict[str, Model]: | ||||
|  | ||||
|         model.model_type = ModelType.BONE if bone.name in proper_BONES else ModelType.NULL | ||||
|         model.name = bone.name | ||||
|         model.hidden = True | ||||
|         model.transform.rotation = convert_rotation_space(local_rotation) | ||||
|         model.transform.translation = convert_vector_space(local_translation) | ||||
|  | ||||
|   | ||||
| @@ -165,19 +165,23 @@ def _read_matd(matd: Reader) -> Material: | ||||
|  | ||||
|         elif next_header == "TX0D": | ||||
|             with matd.read_child() as tx0d: | ||||
|                 mat.texture0 = tx0d.read_string() | ||||
|                 if tx0d.bytes_remaining() > 0: | ||||
|                     mat.texture0 = tx0d.read_string() | ||||
|  | ||||
|         elif next_header == "TX1D": | ||||
|             with matd.read_child() as tx1d: | ||||
|                 mat.texture1 = tx1d.read_string() | ||||
|                 if tx1d.bytes_remaining() > 0: | ||||
|                     mat.texture1 = tx1d.read_string() | ||||
|  | ||||
|         elif next_header == "TX2D": | ||||
|             with matd.read_child() as tx2d: | ||||
|                 mat.texture2 = tx2d.read_string() | ||||
|                 if tx2d.bytes_remaining() > 0: | ||||
|                     mat.texture2 = tx2d.read_string() | ||||
|  | ||||
|         elif next_header == "TX3D": | ||||
|             with matd.read_child() as tx3d: | ||||
|                 mat.texture3 = tx3d.read_string() | ||||
|                 if tx3d.bytes_remaining() > 0: | ||||
|                     mat.texture3 = tx3d.read_string() | ||||
|  | ||||
|         else: | ||||
|             matd.skip_bytes(1) | ||||
| @@ -203,7 +207,9 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model: | ||||
|  | ||||
|                 global model_counter | ||||
|                 global mndx_remap | ||||
|                 mndx_remap[index] = model_counter | ||||
|  | ||||
|                 if index not in mndx_remap: | ||||
|                     mndx_remap[index] = model_counter | ||||
|  | ||||
|                 model_counter += 1 | ||||
|  | ||||
|   | ||||
| @@ -195,6 +195,5 @@ def extract_scene(filepath: str, scene: Scene): | ||||
|     for model in scene.models: | ||||
|         if model.name in model_map: | ||||
|             obj = model_map[model.name] | ||||
|             if get_is_model_hidden(obj) and len(obj.children) == 0: | ||||
|                 obj.hide_set(True) | ||||
|             obj.hide_set(model.hidden or get_is_model_hidden(obj)) | ||||
|  | ||||
|   | ||||
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